Jump to content
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

DoomRL Special Levels: A Recursive Adaptation

   (11 reviews)

Guest

3 Screenshots

About This File

So there was Doom. And there were roguelikes. Then there was Doom: the Roguelike. And now, the iconic special levels unique to DoomRL have their own adaptations in ye olde Doom 2 (or Final Doom). Each map also has co-op and deathmatch starts, and deathmatch-only items. See below for a summary of each map, and what's been tweaked in the process of adapting them. If a level's gimmick has you stumped, check there.

User Feedback

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest

Zalewa

  
ASCII version had better gameplay and VISUALS.

Share this review


Link to review
scifista42

  
I'm sorry, but these maps lack the slightest sign of a reasonable gameplay, progression, or balance. Everything after MAP02 is just about rushing to the exit, no need to fight at all, just press one switch nearby and you're out of there. The symmetry is also quite disgusting, by the way, even though I understand that you wanted to replicate your source closely. I cannot recommend this, not a good gameplay experience at all. 1/5

Share this review


Link to review
Stupid Bunny

Unknown date

  
Kind of a clever idea, but I'm not sure the idea was realized very well. Most of these are rendered pointless by the fact that you can just run to the exit switch, and with just a bit of scripting you could have emulated the DoomRL level behavior a lot better.

Share this review


Link to review
Guest

Unknown date

  
My SP experience in short: lots of HOMs in map01, a zillion of texture misalignments, almost all maps can be finished while running to the exit bypassing most of the level, map09 has monsters which can be killed only with fist and chainsaw. Map layouts are simple, gameplay is very poor. Avoid if you expect some nice SP adventures; maybe some maps are suitable for DM. Overall: gave no fun playing, small 2/5 because of the amount of work.

Share this review


Link to review
Guest

Unknown date

  
weird, encountered homs in zdoom but not gzdoom. otherwise okay if this is the author's first maps, but could've been done better with some acs scripting. adding the music from doomrl would've been a nice touch too.

Share this review


Link to review
  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
×
×
  • Create New...